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Post by christars on Sept 12, 2007 10:15:05 GMT
Nah. But I made fluff for a Space Marine Chapter (the Hydra Chapter) which are second (actually, seventh) founding of the Salamanders. I MAY make them in Warhammer 40,000 sooner or later, but for now they are just for Dawn of War. By the way, the HATE my 'nids (all factions I make fluff for is connected to my 'nids).
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Post by J.Dogg on Sept 12, 2007 19:19:33 GMT
And all his guys on Dow are green and blue, just like his nids'.
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Post by J.Dogg on Sept 14, 2007 16:27:42 GMT
Imperator class titan system: 40k Points:4460 ws4 bs4 s5(10) front14 side14 rear14 I 3 A 4 Type: titan Super- heavy Speed: Agile (long legs)' war machine Weapons: 3 x AA Twin-linked Gatling Long-barrelled Mega Blast Titan-killer Earthshaker 4 x Long-barrelled Mega Blast Titan-killer Whirlwind Gun Battery[+9] 2 x War machine CC weapon' Structure Points: 8
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Post by crusader on Sept 15, 2007 2:22:41 GMT
any weapon stats? I'd like to more about this: 3 x AA Twin-linked Gatling Long-barrelled Mega Blast Titan-killer Earthshaker Though it is a nice long name
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Post by J.Dogg on Sept 16, 2007 12:20:18 GMT
it's 3 twin. linked, anti-aircraft, gatling (shots times d3), long barreled= 1.5 times range mega blast= massive blast, titan killer (d3, or d6 structure points, cant remember).
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Post by mumbo12 on Sept 16, 2007 18:00:12 GMT
Isn't adding Blast to an earthshaker a waste of points? It already uses the big blast template, they don't get any bigger. Has there been some rule made lately that I'm not aware of cause I'm still using the VDR from the old Chapter Approved book?
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Post by J.Dogg on Sept 17, 2007 6:04:51 GMT
Adding extra- blast gives him a massive blast
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Post by christars on Oct 23, 2007 10:12:14 GMT
And now that Apocalypse has come, I seriously feel that it is time to bump this thread. Don't kill me for necroing, instead, use the following logic: If I hadn't necroed this, I would have made another thread instead, which means more threads and more mess and more space occupied. I'm doing us all a favour! So, to the point. I'm making these little rascals to defend my new "Oh look, I've included Imperial Guard in my Tyranid army!" Game system: Warhammer 40K Race/Faction : Tyranids Choice: HQ Type of model: Unit Name of Model: 0-1 Misanthropes Statline:Pts 444 (entire unit) WS 4 BS 4 S 4 T 4 W 4 I 4 A 4 Ld 10 Sv 2+/5+ Size of Unit: 1 Morganthrope and 1 Zorganthrope (they use the same stat line but different rules). Weapons: Tentacles and psychic powers. Bio-morphs: None. Options: 0-5 Zoanthropes may be added for the price indicated in the Codex. Special Rules: Not all fallen are dead: In any battle where the Tyranid player uses these models, s/he has to keep a count of every model that is removed. For each model that was NOT slain by a close combat attack which ignored armour saves or caused instant death (in any way), roll a D6. On a roll of a 1-4, the model has died of the injuries and is removed. On a 5, the model is mortally hurt, but not dead. Roll a D6 for this model every turn; on a 1-3 it dies and is removed. On a 6, the model has suffered incapacitating damage (like loss of an arm, eye or something) and is not removed. For tanks: If it was only Destroyed (i.e. not explodes or something): On a roll of 1-3 it is useless, on a 4+ it is salvageable. Place a counter where a model is fallen (and how many there are, and what type and so on. Difficult but worth it). If an attack lands on them and wounds them (and they fail their save) then the wounded models are killed immediately). Mind Wrack: The Morganthrope's task is to remove the minds of enemies so that they can be easily changed. It counts as a psychic power (with psychic test) with the following stats: Mind Wrack Range 36" SD6 AP2 Type Assault 1, pinning For each Zoanthrope in the brood, you may add 12" to the range, one point of strength or one shot (decided before rolling for strength. If the Strength exceeds 10, it counts as Strength D; however, the Morganthrope automatically and unsaveably loses one wound). Attacks from Mind Wrack NEVER kill, so the model always counts as wounded (as if a 6 was rolled). It also applies to vehicles (or rather their crews). Remould Bodies: The Zorganthrope is tasked with remoulding the bodies of the foes into Tyranids. It may each turn place a large blast marker anywhere withing line of sight of any synapse creature (including itself). This requires a Psychic Test. For one turn, each near-dead model under the template counts as a Tyranid creature who cannot move, shoot, attack or do anything else, and has T2, W1 and no save (Armour Value 9 for vehicles) (represents them being in transition from what they were to what they are becoming - a delicate, if rather disturbing, process). Enemies can shoot at them ("Cleanse them as an act of mercy!" or something). The next turn they become Tyranids (or something looking vaguely the same and using the Tyranid rules). What they become depends upon what they were: Swarms (three Grot bases counts as one swarm here): Ripper Swarms with D3 wounds. Imperial Guard equivalent (ranged) (includes both types Eldar (high skill but frail bodies), Tau, humans and likewise): Termagant. Imperial Guard equivalent (close combat) (mainly applies to Eldar Striking Scorpions, Imperial Guard Rough Riders and likewise): Hormagaunt. Space Marine equivalent (regardless of type) (includes Orks and stuff): Genestealer (note: always has only 1A due to the simple problem of only having one set of arms (or something - can't be overpowered) Multi-wound models (characters, Ogryns, stuff, not monstrous creatures): Warriors (if the enemy was ranged only: Twin deathspitter. If the enemy was both: Deathspitter and Scything Talons. If the enemy was close combat only: Two Scything Talons. Note that the Warriors are NOT synapse creatures, but follow the rules for Brood Telepathy). Monstrous Creatures (not Gargantuan; the process would take too long and thus they can't be changed): Carnifex with D3 wounds. If the enemy was ranged only: Twin Deathspitters. If the enemy was both: Deathspitters and Scything Talons. If the enemy was close combat only: Two Scything Talons. Tanks (not super-heavy): Use the same rules as always, and remember that Immobilised/Armament Destroyes does carry over. Also use the rules for Tank Synapse (more on that later). The Tyranid player must have the appropriate models (in reality the newly moulded would be halfishly Tyranids and halfishly what they once were, but it's easier this way). Note that own models may be targeted this way (field repairs, indeed). Note further that Necrons MAY be affected (the living metal is forced into another shape). Daemons, everything and stuff is also affected unless they by some rule (like Instability) have left the battlefield. And as a last notice: No, newly moulded creatures do NOT have ANY bio-morphs. Synapse Creatures: Both the Morganthrope and Zorganthrope are Synapse Creatures. Monstrous Creatures: Both the Morganthrope and Zorganthrope are Synapse Creatures (as much because of their psychic powers as because of their size).
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Post by crusader on Nov 2, 2007 21:24:18 GMT
wow... that remould the bodies thing sounds alot like the flood in halo but still really cool
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Post by christars on Nov 14, 2007 17:39:04 GMT
Flood? I don't play Halo. Aren't they those slimy, grey, parasitic thingys who are incredibly irritating? Anyway, it seems I am the only one still wanting to put out new rules for thingys. Come on people, don't you ever fancy to make cool new rules for things you probably will never use? Game system: Warhammer 40K Race/Faction : Space Marines Choice: Elites. If an Eliminator Commander is chosen, the unit counts as HQ in addition to counting as Elites. Type of model: Unit Name of Model: 0-1 Space Marine Eliminators Statline: Eliminator_______________Eliminator Commander Pts 40__________________Pts 125 WS 4___________________WS 4 BS 4___________________BS 6 S 4____________________S 4 T 4____________________T 4 W 1___________________W 2 I 4____________________I 5 A 1____________________A 3 Ld 9___________________Ld 10 Sv 2+/5+_______________Sv 2+/5+ Size of Unit: 5 Eliminators, 0-1 Eliminator Commander (he is NOT an independent character for any purposes). Weapons: Twin-linked storm bolters. Wargear: Both Eliminators and any Eliminator Commander have Terminator Armour. They also have Terminator Honours, but rather than getting +1 A, they get a Ld of 9. The Commander is affected normally by his Terminator Honours (extra attack included in profile (he starts with only two attacks). The Commander has a strategic surveyor. Options: - One of the Eliminators may be upgraded to a Sergeant at +30 points. He is armed with two twin-linked storm bolters, and either a targeting matrix or a defense field. The Sergeant may not be armed with any heavy weapons.
- Each Eliminator may be armed with a heavy weapon from this list. This does not replace their storm bolters. Twin-linked heavy bolters at +20 points, twin-linked multi-meltas or twin-linked missile launchers at +25, las cannon at +30 points, plasma cannon at +35 points. Any Eliminator who does not carry any heavy weapons may upgrade his twin-linked storm bolters to two storm bolters at no additional cost.
- If taken, the Eliminator Commander must take two weapons from this list: heavy bolter at +10 points, multi-melta or missile launcher at +15 points, las cannon or plasma cannon at +25 points. Alternatively, he may buy one weapon, upgrade it to twin-linked for free, and also use twin-linked storm bolters. Except for weapons, the Commander and Sergeant both have access to the Armoury.
Transport: The Eliminator Squad may be transported in a Land Raider. Alternatively, they may Deep Strike (no Deep Striking Land Raiders). Special Skills: All Eliminators have the Tank Hunters special skill at no extra point cost. Special RulesEliminate!: The Eliminators are trained specifically to master firing loads of guns at once, as well as having Terminator suits specifically designed for targeting. Eliminators and Eliminator Commanders may fire with all their weapons, even though they would normally only be allowed to fire one. Targeting Matrix: The Eliminator Sergeant is often given advanced sensor arrays, enabling him to give coordinate large amounts of targeting information at once. If the Sergeant chose the targeting matrix upgrade and is still alive, all models in the unit may target separate units, and will never require target priority tests. Defense field: Sometimes, when the Eliminators attack a highly fortified position, the Sergeant is given an advanced defense field to increase the survivability of his fellows. If the Sergeant chose the defense field upgrade and is still alive, all models in the unit gain a 4+ Invulnerable save against shooting only. Strategic surveyor: The Eliminator Commander carries a strategic surveyor, able to scan the enemy so as to hit them even if in heavy cover. If the Eliminator Commander is present and alive, both he and the Eliminator reduces the cover save of enemies by 1 (so 4+ becomes 5+) and obscured vehicles only reduce penetrating to glancing on a 5+ rather than a 4+. Night Fighting rules are ignored completely. Finally, one other model in the squad is allowed to fire at BS 5 for that turn only. Remember that all this applies only to the Eliminator squad with the Commander attached, and for that turn only. Fluff: Although many chapters believe that Devastators and Predators can satisfy their needs for mobility and firepower, some chapters perform operations which necessitate a sudden strike and loads of firepower, without any set-up time; useful in taking out defenses and heavily fortified positions. Therefore, the Eliminators (or Space Marine Terminator Devastators). They will usually teleport to take maximum effect of their non-existent setup time, although some are placed in Land Raiders for swift raids and extractions.
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Post by crusader on Nov 16, 2007 0:27:28 GMT
yeah that is what the flood (except really really really! annoying)are but... ah screw it. That eliminator squad reminds me of the predator assasin squadron but with termies. I like the commander dude.
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Post by Ordo Ouroboros on Nov 18, 2007 1:09:33 GMT
Okay I know I posted this baby before bt hey, just for the heck of it as I love it so much
Nurgle Consumer
It is diffuclt to comprehend whether the Consumer is harderend rotted flesh or rusted metal. No one survives long enough to find out if in close quaters, as the Consumer gets it's name by taking into it's rotting husk any living combant it comes into contact with, or friendly for that matter. It oozes with foul secrections of deisesed foul smelling sludge, mucas and blood. That it brings instant detah both in close quaters and long range is in little doubt. It even holds on it's hull the still living faces of those it has consumed, in eternal agony in it's rotting shell. The Consumer is nigh on unstoppable, the strength of it's hull enhanced by the hardered rot and rusted steel encrusted on it's hull. It is also heavily armed, with an Exorcist missle launcher, whihc can rain a mulituded of destructive shells upon it's enemy for a great distance (when it functions properly), a demoliher cannon, an ordinary missle launcher. It is thses factors alone that make the Consumer one of the deadliest nightmares ever to come from the Ranks of the Inflicted Plague Marines of the Ordo Ouroboros.
WS BS S Fr Side Rear I AP 3 3 10 13 13 10 3 3
Special Rules
Exorcist Misslie Launcher: The Barrles of the exorcist launcher fires a hail of missles in one devastaing salvo. The exorcist is an ancient techonlogy and unreliable, so you must role a D6 each time to see how many shots are unleashed
Range: 48" Strength: 8 AP: 3 Special: Heavy D6
Hungry Tenticals: any Unit assulting the Consumer will be attacked by the hungry tenticals of the Consumer to be eaten. The unit must role against a weapon skill of 3 before close combat with the tank can commence or continue
Explosion of filth: Role 2D6 to see how many models are hit on a wrecked role on a catostrophic explosion, (those with mark of nurgle are immune to the the effects of filth)
Demolisher Cannon: Range: 24" Strength: 10 AP: 2 Ordanance 1, 5" blast
Missile Launcher: (see Chaos rule book) Heavy Flamer: (See Chaos Rule Book)
"Eat! Consume! Devour! Burp!" Cry of the Deamon infested Consumer
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Post by Ordo Ouroboros on Nov 18, 2007 23:42:10 GMT
PrimaGaunts
Are rare, and with good reason. They are the survivors of the weak, the brood that has seen more battle than any of their previous brood, and their appearence and adaptations show for it. A small unit of these Gaunts have taken ot many an unsuspecting regiment. Their deathspitter cannons are testament to their prowess in battle. Though primarly of Hive Flett terror origin, it has becoming a disturbing trend latley that other fleets have taken the DNA of the Parimagaunt into their own strain. They are lagey designed for quick strikes with minimal losses to the Tyranid attack force, and able to pick of thir enemy with small numbers as opposed to their larger horde countrparts.
WS 3 BS 3 S 3 T 3 W 2 I 5 A 1 Ld 5 SV 5+
Biomorphs: Adreanal Glands (+1 I), Extended Carapace, Reinforced Chitin, Deathspitter, Flesh Hooks, Toxin Sacs
Special rules: As a minor Synapse Creature Primaguant can have a retune of Gaunts independantly of any HQ character. If not, then the brood must consist of at least 3 Primaguants. All Primagaunts are considered fearless due to their expience on the battlefield.
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Post by Pheonix on Nov 22, 2007 14:15:59 GMT
I have a creature feature, that fits the tyranid race...
Game system: Warhammer 40k Race/Faction : Tyranid/unalaigned Choice: Troop Type of model: Unit Name of Model: Dire Scorpion
Pts = 79 WS = 4 BS = - S = 4 T = 3 W = 3 I = 4 A = 3 Ld = 10 Sv = 5+
Size of Unit: Medium (40 mm base) Weapons: Scything Talons, Scythed Tail Options: Genofixed
Defensive Spines - Any model alocating attacks at this model suffer a single S3 hits before those attacks are resolved
Musk - Enemy models strike at -1 initiative when allocating attacks at the creature.
Razor Sharp Fangs - Rending
Vampirism - For each unsaved wound the creature takes a strength test, if this is passed the creature gains a wound, if this is failed the creature looses a wound, this may not increase the total amount of wounds to twice is starting wounds. A 6 always fails and a 1 always passes.
we hopefully will be using this as on of the random creatures on the 40k campaign my club is running.
Picture to follow...
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Post by christars on Dec 8, 2007 16:12:43 GMT
Wow! I really like those, as well as the fact that someone's still got the guts to throw their ideas onto the board! Continue like this; even if you don't actually plan on using these things (it's a lot of fun to read).
-Consumer: Cool! I think I saw a picture of that somewhere, but as far as I recall, it was really unclear. If you already have the model (the guts! To actually MAKE a model, not only post rules for it!), perhaps some better pictures would be in order? And by the way: Considering the rather large amount of weaponry on it, maybe (just maybe) it could be upgraded to Super-Heavy (2, or even 1, Structure Points)? Oh, and I like the "Burp" part of its warcry.
-PrimaGaunts: Yay, Tyranid veterans! I've always thought Gaunts should be allowed to have Deathspitters!
-Dire Scorpion: Another one actually planning to use these rules? I hope you get lots of fun with it! Picture! And I really like the Genofixed possibilities. They are, frankly, better at actually making a difference than most Tyranid biomorphs! (that does not mean I think that they are too powerful, just that they are cool)
OK, since I can't get left behind, I'll actually post something I'd actually consider to use one day in the far future, as part of the Dark Eldar raider fleet following my Hive Fleet (and feasting on its spoils):
Game system: Battlefleet Gothic Race/Faction : Dark Eldar Choice: Battleship (1 per 3 Tortures) Type of model: Single Ship (never squadroned) Name of Model: Dark Eldar Pain Class Battleship Statline: Pts 450 Type/Hits Battleship/10 Speed 30 cm Turns 90° Shields Shadowfields Armour 5+ Turrets 0
Weapons___Range/Speed__Firepower/Strength__Fire Arc Prow Batteries_____30cm___________20________Front ONE of the following at no extra points cost Tail Phantom Lance_30cm____________4______Front/left/right Tail Torpedo Tubes_30cm____________8______Front/left/right Tail Shadow Ray___30cm____________3______Front/left/right Up to TWO of the following, bought at the point cost indicated in the list. Note that if only one is chosen, then it is front/left/right, whereas if two are chosen, one is front/left and one is front/right (write down which is which in the fleet roster) Impaler__________30cm_________Special____Front + Phantom Lance____30cm___________3_______Front + Weapon Batteries__30cm___________7_______Front + Torpedo Tubes_____30cm___________6_______Front + Launch Bays_______Fighters: 30cm _________________Bombers: 20cm___4_______- _____________Assault Boats: 30cm Shadow Ray______30cm____________2_______Front
Dark Eldar Pain Class Battleship: 450 points Impaler: 20 points Phantom Lance: 30 points Weapon Batteries: 25 points Torpedo Tubes: 30 points Launch Bays: 40 points Shadow Ray: 30 points Dread Archons must always opt to stay aboard Pain Class Battleships if any are available, as the sheer amount of horror happening on such a ship attracts them.
Dread Archon Neanneenne'Na decided that his Pain Class ships were too slow, and that sacrificing firepower for speed was a viable option. Reduce the firepower of the prow batteries to 14 and increase the Pain's speed to 35 cm at no extra cost.
Torpedoes: As the Pain Class is big and has more crew than other Dark Eldar vessels, it may opt to use boarding torpedoes instead of normal torpedoes (works as with loading leech torpedoes).
Boarding: Enemy vessels that either board a Pain class or manage to damage one when they are boarded (only direct damage counts, not extra criticals) will suffer -D3 Ld in their next turn, due to the soultearing things they have witnessed aboard the ship.
Shadow Ray: The Shadow Ray is a strange weapon, completely useless in damaging ships, but dangerous none the less, as it allows other Dark Eldar weapons to bypass the enemy's shields. The Shadow Ray may never cause any hits or damage of any sorts against vessels. However, if they have any shields (even if they are currently knocked down), roll a D6 for each point of the Shadow Ray's strength. Each 4+ causes a shield gap.
Shield Gaps: If a Dark Eldar ship targets an enemy with a shield gap, it may take a Leadership test for each weapon on the Dark Eldar ship, applying normal modifiers. If the test(s) is/are passed, then one weapon one the ship may ignore the enemy vessels shields per passed test. Each time a shield gap is exploited, the enemy ship may take a Leadership test; for each test passed, one shield gap is closed (after damage from the exploiting ship is resolved). In the End phase, all shield gaps are automatically removed.
Critical Hits Table: 2: Weapons Systems Damaged: None of the ships weapons may fire until this result is repaired. 3: Side Armament Damaged: The bought weapons on the ship may not fire until this damage is fixed. 4: Prow Armament Damaged: The ships prow batteries may not fire until this damage is fixed. 5: Maneuvring Systems Damaged: The ship must pass a command test to go on Come to New Heading special orders until this result is fixed. 6: Steering Damaged: The ship reduces its speed by 10 cm and may only make 45° turns instead of 90° turns until the damage is repaired. 7: Superstructure Damaged: This causes +1 damage. Additionally, each time the ship goes on special orders, roll a D6; on a 1, it takes one additional point of damage. 8: Commanders Slain: Reduce the ships Leadership with 1. This may not be repaired. 9: Tail Broken: The ship's tail breaks off. This causes +1 damage, and cannot be repaired. The tail weapon may not fire. 10: Shadow Field Generators Destroyed: The ship loses its Shadowfields. This damage may not be repaired. 11: Hull Breach: The ship suffers D3 points of damage. 12: Bulkhead Collapse: The ship suffers D6 points of damage.
As I am seriously thinking about using this, I'd like comments from anyone with an idea about BFG! Thank you!
PS: If anyone wants in-depth comments about their creations, they should state so in their post, otherwise others will be to occupied being nice to actually criticise.
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